/**
 * Copyright (c) 2009 blurredVision
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
 * associated documentation files (the "Software"), to deal in the Software without restriction, 
 * including without limitation the rights to use, copy, modify, merge, publish, distribute, 
 * sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all copies or 
 * substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT 
 * NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT 
 * OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
#include "StdAfx.h"
#include "../guidefaults.h"
#include "../Shell.h"

namespace gui {

Shell::Shell(const math::Vector2i &screenSize)
:	m_pRenderTarget(NULL)
{
	vPos = math::Vector2i(0, 0);
	vDim = screenSize;
	m_pRenderTarget = ITexture::CreateRenderToTexture(screenSize.x, screenSize.y, A8R8G8B8, false);
}

Shell::~Shell(void)
{
	DELETE_POINTER( m_pRenderTarget );
}

void Shell::update()
{
	/*
 	if (s_bDrawChanges) {
		s_bDrawChanges = false;
		// Draw the shell into the render target. This will only be done when changes occur.
		m_pRenderTarget->beginScene();
		pRenderer->clear();

		// Enable transparency
		pRenderer->enableGUIState();

		// Draw all the elements in the shell
		Component::drawElements();

		// Disable transparency
		pRenderer->disableGUIState();

		m_pRenderTarget->endScene();
	}
	*/
}

void Shell::draw()
{
	if (bVisible) {
		// Display the render target
//		m_pRenderTarget->display();
//		Component::ExecUpdate();
		// Draw the shell into the render target. This will only be done when changes occur.
//		m_pRenderTarget->beginScene();
		//pRenderer->clear();

		// Enable transparency
		pRenderer->enableGUIState();

		// Draw all the elements in the shell
		Component::drawElements();

		// Disable transparency
		pRenderer->disableGUIState();

//		m_pRenderTarget->endScene();
	}
}

void Shell::hideAll()
{
	static comp_list::const_iterator it;
	// Hide all the components
	for (it = components.begin(); it != components.end(); ++it) {
		(*it)->setVisible(false);
	}
}

void Shell::showAll()
{
	static comp_list::const_iterator it;
	// Show all the components
	for (it = components.begin(); it != components.end(); ++it) {
		(*it)->setVisible(true);
	}
}

} // namespace
